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InfestLithium

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Everything posted by InfestLithium

  1. As much as I respect your stance, calling it rubbish is faulty. Not all of the information in Origins is incorrect. It may be an alternate timeline, but it is done that way because it was a real event distorted from the presence of Samantha. That being said, it can be inferred that the O4 never actually met in that location, and that zombies arose there. I would say to take anything prior to the 115 being mined into great consideration. As for the latter, it can still be documented as important because it is now a branched section of our timeline (whereas it used to be linear).
  2. I believe that when we first build the drone, that is the Maxis in Origins speaking, and not the same Maxis who gained control in the Aether yet. So here you have this Origins-esque Maxis who is "resurrected" from his former self; however, come time to open the gateway to Agartha the Maxis we've known to rise into power does go into Origins in the drone. This quote seems to branch off from where Maxis had fallen ill from the 115 (based off Richtofen's Diary in the startup screen). I'm pretty certain that he saw the effects of 115 as 'the darkness' so he knew very well that he was succumbing to the consequences. When Richtofen removes his brain and puts it into the jar - soon going into the drone - Maxis believes that he is alive once more because the darkness a.k.a. 115 has ceased. He, however, did not realize that he was removed from his human figure and is taken aghast at what the problem seems to be. But because he is still the former Origins Maxis at that point, he still sees Richtofen as his partner. Of course, that's only to presume that there are two different Maxis entities that switch upon the portal being opened.
  3. I had a small theory about the paradox within Origins some months ago that discussed the events of it. I would like to believe that the moment Agartha is opened is the same moment in which Maxis actually goes into Origins; he takes the form of the drone still but knows exactly how to fix the paradox. Of course, that's just a little thought.
  4. Welcome to the family Tate! Hope to see you around more...well, you kinda have to. You will stay here forever.
  5. Definitely have two try this. I heard about the stopping animation but never seen it in action nor have I ever recalled purposefully doing it. It's a shame that you can't Pack-a-Punch (as I absolutely love using my M&S), but hey - those traps are going to do me a great favor. Do you think having Double Tap may compliment the Ray Gun? I would assume not; however, I recall it being useful for that extra Ray Gun pounding (given the TG is out of ammo if inaccessible).
  6. Solo is indefinitely the easiest of the bunch. It doesn't seem like such because you're left to fend off the horde by yourself, but that's what it makes it so grand. You have total control over the flow of zombies, how you set yourself up, and no external mishaps like poor connection, incapable teammates, etc etc. Once you pick up the pace, you're virtually repeating history for the next 50 or so rounds with patience and endurance being the only factors. You'll eventually realize that weapons do little to no damage, forcing you to look upon other types of arsenal (traps, infinite damage weapons). In the defense of co-op, however, it's relatively fun because you're with other slayers tackling the masses. Of course, I wouldn't rely on others for high rounds because you have to assist in waiting for them to set themselves up, mini breaks, and the possibility of someone leaving (which in Black Op II is extremely detrimental as it cuts your round).
  7. I don't know what kind of category this would go under, but you could also talk about miscellaneous objects such as the elevators, Afterlife, giant robots, the big guy (Buried), etc.
  8. This is fantastic. Props to you Monsieur Boom. Just thought I'd point out a few things that may be insightful for this: - The "Jugga-Jug" ability is obtained after purchasing Quick Revive three times (meaning one down per purchase). - "Quick-er Revive" can also be lost after a player downs too many times within your vicinity and you let them bleed out. It's a rather high number threshold, though. - A slight type on "Flopper Jr." - it should be 'dolphin'. I'm sorry for nitpicking that one, but it just caught my attention fully, haha. You should also mention the available buildables throughout Black Ops II (I'm quite sure you were already thinking about that ). I've already bookmarked this page.
  9. What have your match statistics been, Jay? If you have the tendency to down anywhere below Round 10 of a given game, your "rank score" becomes handicapped. So you could have 500 kills in a game with two downs in, say, Round 4 and 7. While that's an average 250 Kill/Down ratio, you still went down rather early in the game. Because of that, it negatively impacts your overall rank score so you won't rank up as fast as if you only went down beyond Round 10. Tl;dr: Avoid downing early in the game as much as possible. It's okay to get several, several downs past Round 15 but any less will definitely keep you from ranking up even if it's only 1 or 2 downs. This is just basing off what Jimmy Z tweeted.
  10. Sorry for the hasty post friendos. It is so difficult to type comprehensive messages on an iPhone. Mega: It depends on your style of preparing. For me, I prefer maxing out my points so I can have mar arsenal all in one sitting instead of gradually working my way up. This may make me biased in a guide such as this one; however, there are always downsides to one another. In this case, you sacrifice another spawn point (War Room) + Pentagon Thief if you attempt Juggernog since you need power on. While point hoarding, you run the risk of ending the game based on a small mistake that could've been prevented had you ____________ purchased. Jay: Pretty much what I said to Mega applies to why this seems co-op biased. I integrated techniques I use in Solo, so these can even be incorporated into Co-op. What I like about your strategy is how quick it works for that guaranteed Bowie Knife or Juggernog. But as I was telling Mega, it varies on what you see as more important - grabbing 1/2 items out of the bunch, or waiting until you're fully prepared to have essentially everything you need but at the cost of an early death. This strategy, of course, is not the greatest nor do I imply it is. If it works for someone, great - if not, then that just means there are several other strategies that can be toyed around with. To be honest, I'm actually glad you disagree with this, Jay. That actually helps me see how others navigate through certain maps and what their approach to prepping up is.
  11. Thanks Mega! I am always in a pickle as well with starting out the match on here. Jay, it does have a co-op bias because - like you said - is hard to hold out for so long by yourself. This can be done in Solo, but will require a great deal of perseverance and luck. It can work eithe way though. :)
  12. FIVE is ultimately one of my top favorite maps to play both in co-op and solo. Extremely narrow spaces, multiple floors, challenging spawns, and most importantly, killing freakbags as John F. Kennedy. As fun as this map is, it is also increasingly difficult to get into the mid 20's due to poor planning. Many slayers insist on prepping for an excruciatingly long match; however, very seldom do they realize that the beginning is just as important as the adventure. No, it's not as difficult as it looks - patience and persistence is all you really need. Rounds 1-6 :: Spawn As stated before, we're not specifically looking to see how long you or your group can survive in a given area. Rather, try focusing on maximizing your point management so you are well-equipped before heading out. For Rounds 1-4, put 6 bullets into the chest of a zombie, followed by a knife (specifically Round 1). For Round 2, 10 bullets...Round 3 can use 12-17 bullets...Round 4 can pack 18-24 bullets but you are bound to run through all of your M1911 ammo. Note: Every player has their own strategy when point maximizing, so do as you please. Between those rounds, you are 90% certain to pick up a Max Ammo that will keep your point maximization at its highest. Should you not, I strongly advise to grab the M14 off the wall and continue practicing chest shots plus a knife. [Knifing will become a hassle if playing on Solo.] From Round 4-6, you will need that M14 anyways if you plan on not getting overrun. If you are playing with other fellow slayers, you may continue the knifing technique; otherwise, invest in cracking some heads. [i like holding onto my M1911 for the remainder of the match. You'll see why later in the guide.] The boxed area is where I tend to stay within when playing Solo. Call it a safe zone if you will. Obviously, more players = more focus on single barriers. The extra one near the Olympia can be a freebie for anyone wanting the extra points. I would consider leaving towards the end of Round 6 so you can escape the spawn room. Because the M14 would have only cost you 500 points, you (and each player) should have anywhere from 4,300 - 7,000. Of course, the range is ambiguous the point is that you have close to 5k points in your pocket. Fair enough, right? Rounds 7-8 :: Hallways I know what you're thinking. "Round 8 in the hallway? Isn't that overkill?" Nope - not at all. Should the M14 fail you, the MPL will do just nicely in terms of point intake and damage (for headshots). Rounds 7-8 is going to blitz by surprisingly fast, but don't let yourself get cocky so easily. Remember that you also have entry from spawn so there amount of room you can do circles is very limited. Here is a possible route you can take to avoid mashing into the incoming horde at the wrong time: The dotted area represents a potential route in the event you are feeling uneasy with the original tight loop. By doing a figure 8, you're giving yourself more access to rebuild a few barriers while on the move as you purchase more ammo for your MPL. For me, I like having the elevator debris opened for a quick getaway. Plus, I can make up for the 1,250 points lost once I actually use it. Note: This is an extremely dangerous path if you are unfamiliar with popular training techniques such as dragging. You can leave at any given point in time, but this will greatly increase your points for what's to come later. The latter of Round 8 is the best time to say farewell to spawn. At this point, you may have accumulated an additional 2,000/3,000 points for your adventure. If you kept an eye on your gun accuracy and point intake, you're probably around an easy 8,000 point level. You won't need to end the round just yet, but we're trying to make sure that we can access most of our arsenal as quickly as possible without having power on so quickly. Rounds 9-12 :: Control Room Here it goes - the room that you will more than likely train later in the match. We won't get that far because our concern was getting set up for that moment. What makes this level crazy is that single direction pathing you will encounter when tackling zombies (especially on you're own). You can choose to hold onto your MPL, but I would very much prefer the MP5K. Let's dissect this route a bit more. The outer path focuses on keeping near the edges of the catwalk where the barriers are located. There is a short, dotted inner path that particularly works with the steps near the debris. When traveling here, it is crucial that you keep the train as compiled as possible because it allows for a U-turn. What you're doing is using the stairway as a trick to reverse the outer path direction should your original direction be blocked by a couple of zombies. Do this for all of Round 9 so you can hit around the 10k point mark. "But Festo, I'm not liking that route." No problemo - that's why the control room consists of two floors. If you did the above, however, you've basically given yourself a better advantage over the situation. This is arguably the most important train in the map's entirety. Before we get hasty and assume that we will always be safe here, allow me to explain why this area is so crucial before turning power on. The teleporter represented by that purple-looking dot is blocked off so long as power is inactive. This is beneficial as it prevents zombies from randomly spawning in and any come through the machine itself. If you plan to survive here, you need to learn cut-backs [primarily where the Pack-a-Punch door is] and dragging [in the large space behind the teleporter]. Note: I don't advise taking the stairway as a process of getting to the other side of the control room at all; however, it is available should be pathway be open. The direction you choose to go is by your personal choice. It's always good to run along the route closest to Juggernog. You may open the debris towards the lower level elevator, but I try to hold off to avoid that additional zombie spawn. Blasting Rounds 9-11 here is a cinch as you should have total control over the playing field. You could essentially survive here longer, but that's not the point. At the end of Round 11, you may have an estimated 10,000-12,500 point balance. This is enough to take the elevator down to power (given you haven't opened it yet) and will allow you Juggernog + Speed Cola with the option to Pack-a-Punch as well as a hit on the Mystery Box (or use the PaP option on that weapon). Use the teleporters as your mode of transport to avoid paying several elevator fees. You only need to wait a little while after teleporting to go back again. A forewarning: once power is on and the new round starts, you will more than likely begin the Pentagon Thief round. If you didn't Pack-a-Punch that M1911, now is the time to bust it out or whatever your weakest weapon is. Once he takes it (should that be the case), you have a [hopefully] sturdy weapon to take him down fairly quickly. This is why it is helpful to Pack-a-Punch before facing him. You can grab an off-the-wall weapon if he is coming for your next weapon. The rest of the match, I would say to follow the given path in the lower control room level. It's all fair game for you so long as you keep yourself aware of the spawn points.
  13. Definitely saw some form of an acid gun, which intrigues me even more. It's interesting how quick they're jumping into the backstory of the alien horde via intel. Retrieving all the intel will probably be the main challenge.
  14. Just bought my first Playstation 3. Late to the party, but can't wait for it to arrive.

    1. way2g00d

      way2g00d

      Chopper will be playing tonight i think. I might get ps3, ready for 3some?

    2. InfestLithium

      InfestLithium

      I gotta wait like 4-5 more days before it ships in haha. Same goes for BO, BOII, and inFAMOUS

    3. Rissole25

      Rissole25

      Make sure you get both games and the Festival of Blood DLC Game. Great series and its right before Second Son comes out on PS4 as well.

      Oh and of course add me on it when you get it. :p

  15. Welcome back, good friendo! Can't say I remember you (because I wouldn't know your old username just yet), but it's also great to see old and new lurkers coming to CoDz. Enjoy yourself once again, and slay on.
  16. Trample Steams facing the wrong way in Die Rise because some idiot didn't bother to face it correctly. Trample Steams facing the wrong way in Die Rise because some idiot. Trample Steams facing the wrong way. Trample Steams.
  17. Much similar to Jay, I had a trample steam accident. My team was fooling around with their trample steam set-up so it would fling zombies away from the ramp on Die Rise. I (for some reason) thought it was facing towards us instead of the Trample Steam room, and jumped on it after being trailed by several zombies. I plunged down the building without so much as skimming any buildings.
  18. For that topic concerning a "new" discovery: it's an age-old find with no explanation. If they can make anything out of it, that's great. I have encountered what they have before, and the orbs on the tower come and go randomly. They made a case about not getting two orbs on one Mystery Box location, but I know for certain I have several times.
  19. Treyarch is not a multi-million company. Activision might be, but certainly not 3arc. Plus, they aren't perfect either. They've been known to have some mistakes here and there in Zombies whether it was intentional or not. People have dug through all the files and have not found anything related to these leftover finds. I'm not saying that it's nothing, but at the moment it seems like a dead end. Should a new find come up then we can say otherwise.
  20. But there are many possibilities of things being left off that are never made to happen. It is very peculiar to have those morse codes and glowing orbs; however, seeing even the orbs is by random selection. Some matches you go without seeing them. Others, a person who may or may not have touched the Side Mission whatsoever could see them. I would put my points on it being a leftover EE.
  21. Ah, seems like you were the first to find it. Have a brain. For those who have high scores (or want to be on the Leaderboards): https://docs.google.com/forms/d/1oUxHYipp1R4NeO6QHSzM4l0UyAJWkgb4_aWjD58UmjE/viewform The cutoff for entries maxes out at 15. That being said, it is possible for your stats to get knocked off the board in the event someone surpasses you. Let this be an incentive to strive harder.
  22. There are definitely a couple; the first being the obvious Call of the Dead page. Also - I used generic names for the Leaderboards. Don't worry, should people post their records I'll update them on a weekly basis.
  23. If I can find the time and people to assist in this, consider it a future goal. I was told to avoid replicating the Wiki in such a form. Now if someone (or some people) were to create threads explaining the story without compiling everything into one single thread, perhaps we can experiment with something spectacular. I did while it was in beta. Once again, thanks for all the wonderful comments! There are always future things we can implement to further this. If there are any questions, comments, critique, anything - don't hesitate to post.
  24. I would agree w/ Super Mega Megaman about the limitation. Back then, the average user held a good number of brains that wasn't considered extraordinary nor dangerously low. Because we've only recently restored the Brains system, having people with 10+ brains where the average is barely around 1 or 2 seems a bit difficult. I'm not saying that CoDz should practice a communist goal of status quo or anything, but it would be safer to exclude forum games and the UOTM from brains. Sorry, just trying to make it fair for the entire community (in my opinion).
  25. Thanks for the great responses friendos! Glad to finally see this baby go love after several months of hard work. I just want to give thanks to Flammenwerfer, Hell's Warrior, Grill, Strwrsbob, and the entire staff for making this possible. I'm taking all comments into consideration. The more, the better so we can improve and potentially have for re-designs. There are very, very minor discrepancies that need to be addressed which I will create a bug fix log for. From the CoDz team to our family, let's start the new year with a bang! :)
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